Martial Arts

Combat

Fist of the Eastern Star • Action

Describe how you perform a deadly technique → Deal melee or ranged damage. Then, if the target’s life is less than or equal to its toughness, the GM tells you that your special technique worked. At any point within the next hour or so, gain creative license to paralyze, knock out, and/or kill the target.

Grappler • Passive

After you deal melee damage to a creature, you can immediately hold it. You roll +1 damage die and have +3 block against creatures you’re holding.

Jiu Jitsu • Action

Describe how you turn an adjacent creature’s strength back on itself → The target hits itself with its strongest attack. If relevant, act as though its attack roll is the same result as your Jiu Jitsuroll.

Judo • Action

Describe how you manipulate an adjacent creature’s momentum → Bolster. Force an adjacent creature to move; you control where and how it moves. Then, it’s slow.

Ki Beam • Action

Describe how you unleash energy → Deal ranged damage in a line.

Meteor Fist • Action

Describe how you make a forceful attack → Deal melee damage and push the target up to a far distance away from you. At the GM’s discretion, other creatures and objects in the target’s path are similarly affected. Resisting.

Pressure Point • Action

Describe how you strike pressure points → Deal damage and stun the target for 1 round. Resisting.

Thorough Training • Passive

Your body counts as a weapon, and your weapons have the melee keyword for free.

Exploration

Balance • Passive

At the start of each session, lose previous words form this trait and write “Body,” “Mind,” and “Spirit” on your character sheet At any point, cross off a word to increase a roll that relates to it.

Breaking Wave Strike • Action

Describe how you strike an object → Gain creative license to destroy part or all of the object.

Centered Breath • Passive

You can hold your breath for about 1 hour, and you can ignore extreme weather conditions (blizzards, freezing water, having no water in the desert, etc) for about 1 day.

Enlightenment • Passive

Once each session, ask a question. The GM must answer honestly.

Leaping Tiger • Passive

You can wall jump and jump much farther and higher than normal (work with your GM to determine how much).

Light Feet • Passive

When you fall, lower the severity from deadly to dangerous, or from dangerous to safe. Whenever you like, all solid objects and liquids are capable of supporting your weight.

Interaction

Aura of Lotus Blossoms • Action

Describe how you pursue peace → For the next several minutes, no creature (including you) can make attacks in your presence. You can do this once every hour or so.

Iron Willpower • Passive

Increase all rolls to socialize when you stand strong in defense of your principles.

Sage • Slow Action

Roleplay offering guidance to someone → That person can increase a roll they make within the next hour or so if it relates to your advice.

Third Eye • Passive

You can view the spiritual auras of others. Auras hint at creatures’ true nature and current mental state (an evil person has a dark and twisted aura, an angry person has a fiery aura, a deceptive person has a suppressed aura, etc).

Words of Wisdom • Passive

When you roll to socialize, increase the roll if you tell a relevant fable (a metaphorical story that leads to a profound moral truth).